Terquem |
Turn 60 (4 of 6) round 2
Swinging with everything he’s got, Izabek lands a blow on the kobold skeleton’s head, but is disgusted when he notices that the bony head deflects the blade away
the skeleton takes only 1 point of damage. These Skeletons have 4 hit points, but their DR is working to their advantage here
Is it understood that Harrienys moves a bit back toward the others, say to square H,4?
Harrienys’ star knife bounces off of the tail bone of the same skeleton that Izabek attacked doing no damage at all!
When the tiny starknife clangs to the floor, the skeleton at G,6 turns it’s bony head around and tries to determine where the knife came from, but can see nothing but shadows, it moves cautiously down the hall
G,6 moves to G,5. The skeleton at H,7 attacks Izabek. The Skeleton at I,6 moves to H,8 and attacks Eckowo. The Skeleton at I,8 also attacks Eckowo
Attack against Izabek, 2 claws
Claw#1: 1d20 + 1 ⇒ (5) + 1 = 6
Claw Damage: 1d3 ⇒ 3
Claw#2: 1d20 + 1 ⇒ (3) + 1 = 4
Claw Damage: 1d3 ⇒ 2
Attacks against Eckowo
Skeleton at H,8
Claw#1: 1d20 + 1 ⇒ (3) + 1 = 4
Claw Damage: 1d3 ⇒ 3
Claw#2: 1d20 + 1 ⇒ (16) + 1 = 17
Claw Damage: 1d3 ⇒ 2
Skeleton at I,8
Claw#1: 1d20 + 1 ⇒ (6) + 1 = 7
Claw Damage: 1d3 ⇒ 2
Claw#2: 1d20 + 1 ⇒ (5) + 1 = 6
Claw Damage: 1d3 ⇒ 1
The Gretch |
Observing the skeletons movements, The Gretch moves forward while chanting a spell in a strange chittering language. As he finishes casting, he tosses a blob of oily black slime, coating the ground beneath the skeletons with the viscous substance.
Move to H11. Cast Grease, covering H7 -> I8. DC17 reflex saves for the three skeletons in the affected area.
Izabek |
Izabek continues his assault, despite the ineffectiveness of his blade since he is locked in combat. He'll use two hands on his weapon.
Attack: 1d20 + 2 ⇒ (15) + 2 = 17
Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Terquem |
The three skeletons begin knocking about, into each other, as they try to stay on their feet
Reflex Save #1: 1d20 + 3 ⇒ (17) + 3 = 20
Reflex Save #2: 1d20 + 3 ⇒ (9) + 3 = 12
Reflex Save #3: 1d20 + 3 ⇒ (2) + 3 = 5
The first one manages, somehow, to stay upright and seems to be standing frozen still afraid to move, while the other two fall to the ground.
Izabek connects again with his blade but the weapon slides along a long arm bone and doesn't even scratch the monster.
Eckowo |
Both skeletons miss Eckowo, except one claw that he deflects with his newfound shield. However, he drops the shield after it deflects the bony claw, and furiously counters with his own.
Power attacking now: -1/+2, since they're all natural attacks.
Targeting the one in H8 first. If it drops, switch to I8 for the rest.
Claw 1 (B/S): 1d20 + 4 ⇒ (15) + 4 = 19Damage: 1d4 + 6 ⇒ (2) + 6 = 8
Claw 2 (B/S): 1d20 + 4 ⇒ (12) + 4 = 16Damage: 1d4 + 6 ⇒ (3) + 6 = 9
Bite (B/S/P): 1d20 + 4 ⇒ (6) + 4 = 10Damage: 1d3 + 6 ⇒ (2) + 6 = 8
Gore (P): 1d20 + 4 ⇒ (17) + 4 = 21Damage: 1d6 + 6 ⇒ (6) + 6 = 12
Talons (S): 1d20 + 4 ⇒ (14) + 4 = 18Damage: 1d4 + 6 ⇒ (2) + 6 = 8
Harrienys |
Sniping and remaining hidden requires a move action so the most I could do would be to take a 5-foot step forward if I needed to for some reason.
Snipe a skeleton that was hit by Eckowo and is still standing
Attack: 1d20 + 7 ⇒ (7) + 7 = 14
Damage: 1d2 + 1 + 1d6 ⇒ (2) + 1 + (4) = 7
Stealth: 1d20 + 9 ⇒ (4) + 9 = 13
Terquem |
Turn 60 (4 of 6) round 2 (see spoiler)
both of the skeletons at H,8 and I,8 are prone, let’s just say that. I’m a bit confused about when Characters are taking their turns.
Seeing the small skeletons fall to the floor Eckowo seizes the moment and tears into them, with teeth and claws, horns and talons, and renders the bones into pieces throwing shards and fragments from side to side
these Skeletons are wiped out
Round 3
Harrienys’ (seeing Eckowo dispatch the two prone skeletons with ease, tries to target the Skeleton at H,7 instead) throws another knife but the small blade passes harmlessly through the air between the ribs and the hips, just missing the spine.
The Skeleton at G,5 tries to spot Harrienys
perception: 1d20 ⇒ 15
The Skeleton at H,7 attacks Izabek
Claw#1: 1d20 + 1 ⇒ (1) + 1 = 2
Claw Damage: 1d3 ⇒ 3
Claw#2: 1d20 + 1 ⇒ (12) + 1 = 13
Claw Damage: 1d3 ⇒ 3
Spoting the tiny shadow the Skeleton charges Harrienys and attacks
Claw#1: 1d20 + 1 ⇒ (15) + 1 = 16
Claw Damage: 1d3 ⇒ 2
Eckowo |
I'm not entirely sure which skeletons are where. Can I 5' step and reach both? Can I only get to one?
For the sake of moving things along, if I can only reach one, just apply the Claw 1 attack and ignore the rest:
Claw 1 (B/S): 1d20 + 4 ⇒ (12) + 4 = 16 Damage: 1d4 + 6 ⇒ (3) + 6 = 9
Claw 2 (B/S): 1d20 + 4 ⇒ (2) + 4 = 6 Damage: 1d4 + 6 ⇒ (1) + 6 = 7
Bite (B/S/P): 1d20 + 4 ⇒ (2) + 4 = 6 Damage: 1d3 + 6 ⇒ (2) + 6 = 8
Gore (P): 1d20 + 4 ⇒ (5) + 4 = 9 Damage: 1d6 + 6 ⇒ (3) + 6 = 9
Talons (S): 1d20 + 4 ⇒ (11) + 4 = 15 Damage: 1d4 + 6 ⇒ (2) + 6 = 8
Terquem |
One of the Skeletons has scampered off to attack Harrienys, so there are no longer two of them next to each other. You can get to that other one, in the next round, by going around the area of the Grease Spell
Turn 60 (4 of 6) round 3 ends whith Izabek hitting, but doing no damage, and Eckowo dispatching skeleton #3.
Eckowo |
Well, if Harrienys doesn't take it out before my turn, I'll double move around the grease and up to flank it, and next round, I'll just go to town on it.
Claw 1 (B/S): 1d20 + 4 ⇒ (15) + 4 = 19 Damage: 1d4 + 6 ⇒ (4) + 6 = 10
Claw 2 (B/S): 1d20 + 4 ⇒ (18) + 4 = 22 Damage: 1d4 + 6 ⇒ (2) + 6 = 8
Bite (B/S/P): 1d20 + 4 ⇒ (16) + 4 = 20 Damage: 1d3 + 6 ⇒ (2) + 6 = 8
Gore (P): 1d20 + 4 ⇒ (12) + 4 = 16 Damage: 1d6 + 6 ⇒ (3) + 6 = 9
Talons (S): 1d20 + 4 ⇒ (5) + 4 = 9 Damage: 1d4 + 6 ⇒ (3) + 6 = 9
Terquem |
Turn 60 (4 of 6) end of turn
Eckowo - you can go to the discussion thread and roll d20, Table II. C., to see what the space beyond the Portcullis is.
As Eckowo approaches the Portcullis he sees, immediately, that there is a chain wrapped through the bars of the gate near the bottom, and a ring set in the floor. The chain is locked to the ring with a large pad lock.
Harrienys |
Inspecting the doors for traps
Green Door 1d20 + 7 ⇒ (9) + 7 = 16
Blue Door 1d20 + 7 ⇒ (5) + 7 = 12
Barred Door 1d20 + 7 ⇒ (12) + 7 = 19
Unlocking things of no traps are discovered
Green Door 1d20 + 9 ⇒ (9) + 9 = 18
Blue Door 1d20 + 9 ⇒ (14) + 9 = 23
Barred Door 1d20 + 9 ⇒ (3) + 9 = 12
Terquem |
Turn 61 (5 of 6)
Harrieny's examines the doors, being careful to check before he touches them to avoid setting off any traps
Let's establish the DC of that pad lock.
Confident that there are no traps on these doors, Harrienys sets out to try and pick the pad lock, but he fails, trying to use an old quick trick he knows, but he then sits down and examines his tools, selects the right ones and in a few minutes, opens the lock. (He can take 20, the Lock DC is 21)
Doors that are not locked are always stuck and require a strength check to open. You can take 20 on the check, and also other characters can "aid another" if they roll 10+ the person trying to open the door gets a +2 bonus. But if you take 20, I will roll a d6 and this is the number of rounds it takes to force open the door and it might mean you cannot surprise anyone on the other side. The Strength Check DCs for each door are, Good Wooden - 16, Wooden Portcullis - 25, metal Door - 28
Terquem |
Turn 61 (5 of 6)
The four of you work together to raise the portcullis, and move into the passageway beyond. Waiting to be sure everyone has moved clear of the falling gate, Eckowo, jumps forward and lets it slam down into place again.
You are now in a 15’ wide passageway that runs east and west (parallel to the one you were just in). You can see 30’ to the east and west, but to see what is beyond in each direction, roll on the Periodic Check Table I. You should spend the next turn (turn 62) resting, after you discover what is beyond to the east and west (which will end turn 61. If you do not rest for one turn, you risk being a little slow on initiative checks. At the end of turn 62 there will be a check for a wandering monster encounter. Finally, each character receives 400 experience points. Please track your experience points on the information for your alias.
Terquem |
Turn 61 (6 of 6, the party is a little tired, and if you should need to roll initiative you must apply a -1 modifier to your roll)
As the party updates their map, The Gretch peers down one of the passageways.
Does he look West, or East?
1-3 is West: 1d6 ⇒ 6
he looks to the East and sees that the passageway continues another 60 feet straight in that direction
Terquem |
Turn 62; 6 of 6 (Day 3, consecutive Turn Count = 230, time 4:20 am)
Okay, so here is what is going on;
You are in a passageway, and it is time to Check for a Wandering Monster Encounter, so let’s get that out of the way
WME?: 1d6 ⇒ 3
There is no monster wandering by at the moment.
You can take a ten minute break (and then it will be the beginning of Turn 63 (1 of 6) and that is enough rest to clear your Initiative penalty.
Or
You can set up a watch schedule and try to rest for a longer time.
Every three turns (every thirty minutes) there is a chance for a WME
If you want to rest longer than a ten minute break, go to the Discussion Thread and tell me how long you are going to rest and what the watch order will be. I’ll roll for WME’s and see if you make it through the rest period without getting “jumped” by a Wandering Monster.
If a WME is indicated, the current character who is on watch will need to make Perception or Intuition rolls to spot the Monster before it can attack, and then there will be a delay (randomly determined) while that character tries to wake up the rest of the party.
Okay?
Terquem |
Turn 63; 1 of 6 (Day 3, consecutive Turn Count = 231, time 4:30 am)
You spend a few minutes talking among yourselves and establishing an order for taking watch while you try to rest. You hurriedly make a small camp in the passageway near the Portcullis and as Eckowo, Izabek and The Gretch stretch out along the wall to take a rest, Harrienys keeps a watchful eye up and down the passageway
Time goes by
WME: 1d6 ⇒ 4
WME: 1d6 ⇒ 1
The three of you manage to get thirty minutes of rest (removing your tired condition) before something comes along.
Terquem |
Turn 66; 3 of 6 (Day 3, consecutive Turn Count = 234, time 5:00 am)
Harrieny's - you are being sneaked up upon by something in the dark. Do yoiu want to try and detect the monster before it surprises you?
Everyone else can make either an Intuition Roll, or a Perception Roll, with a -5 modifier, because you are lightly sleeping, and on edge
Terquem |
T urn 66; 4 of 6 (Day 3, consecutive Turn Count = 235, time 5:10 am)
As Harrienys keeps a watchful eye, looking first one direction and then the other down the passageway, he doesn’t see anything, but something nags at him, and he looks to the east again, and he can almost swear he saw something small sliding along the floor, 50 feet away.
Izabek complains about the snoring, and his complaint wakes The Gretch who momentarily turns his head, and as he is sleeping on the floor, he sees a lump, something like a bulge in the ground, coming towards them, from the east.
All the restlessness of the group effects Eckowo’s sleeping and he too wakes with a bad feeling something is up.
Eckowo, The Gretch, and Harrienys can roll Initiative, Izabek goes back to sleep.
There is an updated map, above, and I want to point out that I will be making all the walls 5 feet thick from now on, to help keep the dungeon a bit more normal